Audio.PlayPredicted(component.SoundInsert, uid, args.User);
args.Handled = true;
UpdateBallisticAppearance(uid, component);
+ UpdateAmmoCount(args.Target);
DirtyField(uid, component, nameof(BallisticAmmoProviderComponent.Entities));
}
Del(ent.Value);
}
- // repeat if there is more space in the target and more ammo to fill it
+ UpdateBallisticAppearance(args.Target.Value, component);
+ UpdateAmmoCount(args.Target.Value);
+ // repeat if there is more space in the target and more ammo to fill
var moreSpace = target.Entities.Count + target.UnspawnedCount < target.Capacity;
var moreAmmo = component.Entities.Count + component.UnspawnedCount > 0;
args.Repeat = moreSpace && moreAmmo;